Platforming Physics

Hey guys. Been working on porting my character physics to the new game. Not going so well, however-- I have (with plenty of slight bugs) pretty much ported the system over, but it is not handling well on the Xbox 360-- I'm not sure why really. The code I had in C++ worked with hundreds and hundreds of characters-- the Xbox is having trouble with 20, and even my computer struggles with 100...

I'm probably gonna look into doing a complete rewrite on my physics and collision detection code-- now that I know what I'm doing (having been working on my old Allegro engine for the past year and a half...), I should be able to do a better, more efficient Xbox friendly collision detection code.

However, I will also be looking into tweaking my current code. That would be ideal. But if necessary, the rewrite will happen!!